PC/Mac/Linux Achron (Hazardous Software)

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March 26, 2009 - Hazardous Software™ unveiled Achron™, the world’s first meta-time strategy game, at the 2009 Game Developers Conference® in San Francisco, California. The next revolution in time travel gameplay was demonstrated at the Experimental Gameplay Session.

Designed to reinvent the real-time strategy genre by allowing all players to travel through time, Achron is a futuristic science fiction game. Players and units have the ability to jump to and play at different times simultaneously and independently. Time travel is free and unlimited but it costs energy to change the time line. Players will be challenged to invent new strategies in a world where it is possible for them and their opponents to undo mistakes, change a strategy after committing to it, and alter the outcome of past battles.

“Time travel transforms the strategy game landscape,” stated Christopher Hazard, president and cofounder of Hazardous Software. “It opens up new dimensions of strategies and gameplay. For example, imagine being able to see when and where your opponents are going to attack before they do.”

Achron features both a captivating single player campaign and an online multiplayer mode. In addition to being able to build, expand, and attack as in typical RTS games, new mechanisms such as command hierarchy and smart-idling ease the management of a complex time travel environment. An intuitive user interface depicts events in the past and future allowing the player to navigate the time line.

“Achron signifies the creation of a brand new sub-genre of video games that utilize gimmick-free time travel as one of the core gameplay mechanisms,” said Mike Resnick, lead developer and cofounder of Hazardous Software. “The popular type of time travel abundant in science fiction is now available to the gaming community.”

Further information about the game will be released in the upcoming months. To learn more about Achron, please visit the official web site at www.achrongame.com.

About Hazardous Software

Hazardous Software was incorporated in June 2007 and is headquartered in Raleigh, North Carolina near Research Triangle Park. The company was founded to address the gamer’s desire for more innovative games in the marketplace. Hazardous Software believes games should challenge players’ minds while being entertaining and engaging.
Q. What is it?
A. Achron is a real-time strategy (RTS) war game designed around the ability to time travel anywhere along a timeline. Jump back in time to save that production facility, or add a flanking maneuver to a raid! It's entirely up to you.

Q. What about playing in the future of the timeline?
A. Playing in the future has several purposes such as scouting, finding out about a large battle that has not yet happened, or building units with resources you don't yet have in the present.

Q. Dude, paradoxes?! You know, grandfather paradox, units fighting side by side?
A. Paradoxes can exist, but since the window of time is limited (e.g., an 8 minute window) all events eventually fall off. A paradox will oscillate between its different states until one of the states reaches the edge of the time window, leaving the players locked into one of the two states. Example: in the case of the grandfather paradox (where you use a factory to build a tank, have the tank time travel to before it was built, and then use it to destroy the factory) you will play with the paradox until it 'falls off' the time window, at which point there is a 50/50 chance of either the tank lives and the factory is destroyed, or the factory remains and the tank was never created. All paradoxes are nicely resolved with time.

Q. It's a trick, right? You're going to throw a flashy visual effect on the screen and then make me wait for another level to load, aren't you?
A. Nope. Fiddle with the past, present, and future to your heart's content. The engine smooths the changes you make down the timeline, leaving you free to twist your enemy's strategy to your advantage.

Q. Is it true that I can keep sending units back in time to have them fight along side themselves and duplicate an entire army?
A. Yes you can, but not without consequences. It costs chronoenergy to command units from the past to travel further into the past, and obviously you use more chronoenergy to control more units in the past. Also you are using up your playing time to manage this instead of building units or controlling your armies. And finally, if the original 'parent' units are damaged, the time traveled version will wind up being damaged and if the original units are destroyed and don't travel back in time, you wind up undoing the entire cycle.

Q. My head is exploding already. Are you sure this is easy?
A. Yes, though grandfather paradoxes are the most complicated aspect of the game, they don't tend to happen much in actual gameplay. The rest is super quick to learn. It's like learning to use a DVR control to rewatch a tv show or using your DVD control to jump around chapters in a movie - once you start using time travel it's really simple, but if you've never picked up a remote controller before, those play and 'next-chapter' buttons look scary. We've been play-testing for 4 years and have learned how to make this game accessible, taking people who never played an RTS before and have them effectively using time travel 5 minutes into the game. We do this by unveiling time travel gradually to the player, so you are not fully thrust into it right away, but can learn to play it one step at a time.

Q. How does one player beat another?
A. While we have a variety of end-game conditions for the single player campaigns, we have two primary modes for multiplayer games. The first mode is: your game is over if you lose your ability to attack or produce units at any point in time. This yields interesting strategies where one player can be losing in the past, but rush in the present and still win. The second mode is: your game is over if you lose your ability to attack or produce units at the oldest position on the timeline, as it is impossible to recover from this. However, this second mode can obviously add time to the end-game.

Q. How stable/buggy is this game? I can't imagine a game engine this complex without bugs!
A. Very stable. We have taken QA extremely seriously because of how complex time travel is, and we have been testing multiplayer games for 4 years.
Podem ler o resto do FAQ aqui e consultar o website do jogo para mais informação.

Vejam os seguintes vídeos para tirarem algumas dúvidas:
Achron Alpha Demo 1 - Time Travel Explained
Achron Alpha Demo 2 - Multiplayer Time Travel
Achron Alpha Demo 3 - Chronoporting
 
Última edição:
Para quem ainda tem algumas dúvidas, vou tentar explicar de forma mais simples. O Achron é um RTS que inclui viagens no tempo como uma das suas mecânicas principais. Podes jogar em diferentes períodos de tempo em simultâneo, enviar unidades do futuro para o passado para alterar o rumo dos eventos, criar um exército com diferentes "versões" das mesmas unidades - é claro que se a versão mais antiga do passado morrer, também as outras morrerão -, visitar o futuro para descobrir o que aconteceu ou ter conhecimento duma batalha que está prestes a ocorrer, se estiveres perto de ser destruído podes viajar para outro período de tempo para escapares, enviar uma chronobomb que transporta uma determinada área para o futuro na tentativa de surpreender o teu adversário, ou até preparar um exército enorme enviando unidades de todos os períodos do tempo para a mesma época.

As possibilidades são imensas, é claro que o jogo também foi desenhado de forma a ser capaz de solucionar os vários paradoxos e manter a vertente de time travel simples e intuitiva. O melhor de tudo é que o jogo está a ser testado há vários anos e estas mecânicas já se encontram num estado bastante polido, portanto não se trata apenas duma ideia mas de algo que já foi implementado e estará a funcionar bastante bem. É realmente notável e se tudo correr bem será revolucionário.

Mais alguma informação sobre a forma como o jogo pode resolver um paradoxo:

Q. I am so good at RTS games that I have strategies named after me, and my head has not exploded. I wonder how the game would resolve this complex example: Player A sends units back in time and destroys player B's factories. Before the timewaves reach the present, player B sends his army back in time and destroys player A's factories.
A. This is definitely a paradox. It will oscillate between these two states. If you're as good of a player as you claim, you might be able to time everything just so such that the paradox falls off the timeline in your favor. At worst, it's worth trying, as you have a 50-50 shot of getting your units back. While I told the person whose head was exploding that such paradoxes aren't too common in games, they can definitely happen much more frequently in games between advanced players (if we crank up the AI difficulty to 11, this does happen frequently).
 
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Nova informação a detalhar a hierarquia de comando e a forma como vai ajudar a simplificar a gestão de unidades:

Due to the mechanics of time travel gameplay we wanted to add something to the game that would assist the player with managing their units. One of the aspects we added for this purpose was the command hierarchy. A hierarchy is created when the player directs units to report to another unit, turning that chosen unit into a commander. The player can then direct commanders to report to other units, creating a command hierarchy tree.

Each command issued to every unit consumes chronoenergy, limiting how much a player can change and play in the past. Without command hierarchies, controlling large armies in the far past would be prohibitively expensive in terms of chronoenergy. This was not the desired effect since we wanted to encourage players to use time travel and play at different points on the timeline. We added the command hierarchy specifically to deal with this issue, giving the player control of any number of units that were setup in a hierarchy by issuing just one command to the top level commander. The command would then propagate down the command chain, making all the subordinates and their subordinates (and so on) follow this one unit.

As we started to play using hierarchies, we realized that it had potential to be useful and helpful to the player on other ways as well. In addition to enabling the player to change history without using up more chronenergy, the command hierarchy assists with some micromanagement. Any unit under attack in a hierarchy group will summon the wrath of the rest of the group, even when it's beyond the group's visibility range. This lets the player deal with other strategies instead of micromanaging units that may be spread out or ambushed out on the perimeter. Another positive aspect of using a hierarchy is that it also adds flexibility to the player in terms of how groups of units move and attack. The player can choose to control the units in a hierarchy to move in unison as a whole group, or to move independently at their own top speeds. If a multi-level hierarchy is setup, the player can then selectively control intermediate levels of the hierarchy as individual subgroups for specific tasks.
Também encontrei este post de alguém que assistiu à demonstração experimental na GDC:
I was at this experimental gameplay session at GDC. This has been in development for 10 years. 10 YEARS.

They really need to make a video of a battle Chris Hazard talked about.

Basically, it was one where he and his opponent were fighting so he went back in time to get the first strike on his opponent. Then his opponent went into the future and researched nukes and sent a nuke back in time to take out Chris's battlegroup after Chris was victorious.

Then Chris did him one better and went back in time and DIDN'T send his troops to attack in the first place. So when the time waves caught up, his opponent ended up nuking his own army!

Podem ver uma entrevista com a produtora do Achron no último episódio do The Escapist Show.
 
Última edição:
Já foi adicionado ao Steam.

Players will be challenged to defeat opponents with a small army and chronoporters in the 2-4 player tactical levels. The 2-player bonus strategic level gives players an experience closer to the full RTS. Players will be able to build structures, manage way , and begin to test time travel strategies.

Over 30 new strategies have been identified by fans as unique to Achron. For example, intertemporal warfare allows players to utilize new strategies such as red herrings or sending units back in time to fight alongside their previous selves. Using a red herring, a player can feint an attack on an opponent, undo the attack using time travel, and attack somewhere else as the opponent is defending the original attack.

“Multiplayer gives fans the opportunity to experiment with new strategies unique to time-travel. By continuing to open new dimensions, Achron adds excitement to game play and continues to revolutionize the traditional RTS” says Christopher Hazard, founder and president of Hazardous Software.

Hazardous Software will expand levels and game play options over the next several months. The current game matching service provided will also be enhanced. Pre-order purchasers will continue to receive pre-release access to major builds of Achron, community events, and mod and development tools for Achron and the Resequence engine.
  • The first game to ever feature multiplayer time travel
  • Players can freely move about the timeline to change strategies, preempt opponents' strategies, and don't need to perform the “clickfest” that RTS games tend to be
  • Players can send units back or forward in time and attack an opponent's factory and undo the opponent's creation of part of their army
  • The game engine handles all sorts of time travel situations from literature, including the grandfather paradox. Achron has even been used by philosophy professors from top-tier universities to experiment with their ideas about time travel.
  • Achron's time manipulation can change the way you think about the world, in a positive way.
  • Up to 15 simultaneous players in a game
  • Unique and well-balanced RTS gameplay mechanics
  • Novel units and three distinct factions with very different play styles
  • Balanced using state-of-the-art mathematical game theory techniques
  • Hierarchical unit control
  • Compelling and thought provoking story
  • 35 unique and engaging single-player campaign levels, comprising around 30-60 hours worth of single-player gameplay (depending on player's abilities)
  • Customizeable engine that allows players to create maps and mods

Launch Trailer
 
Finalemente algo novo no mercado dos RTS. Ja era muito do mesmo... a primeira coisa que me veio a cabeça foi... "Sarah Connor, come with me if you want to live."
 
Epa, vendo o trailer..... mediocre. Não vejo ali nada de especial. Posso tar a dizer uma barbaridade mas o departamento de design estava de férias... O que é aquilo? blocos aos tiros?...

Esta mecanica, para mim que estou a tentar perceber o que se passa ali... tb são 4 da manha mas nao percebo o conceito de andarmos a passear na timeline do jogo... nem quero perceber pois o jogo falha em cativar-me pelo seu conceito, art design e jogabiidade.....
 
Estavas à espera de altos valores de produção num jogo de estratégia indie desenvolvido por 2 pessoas? Também achas que o Frozen Synapse é um mau jogo pelo estilo visual, dado que nesse tens mesmo blocos?

Se não vês nada de especial no conceito...não há muito mais a dizer. A implementação de time travel é totalmente inovadora e revoluciona por completo a componente estratégica, oferecendo um leque de possibilidades e abordagens tácticas muito, muito extenso. Isso por si só deveria ser suficiente para despertar a atenção de qualquer apreciador de jogos de estratégia. Quanto à jogabilidade, embora seja interessante tirares conclusões pelo trailer, diga-se de passagem que as impressões de quem realmente o jogou são bastante positivas.

É um projecto extremamente ambicioso e ainda bem que estão a dedicar todos os recursos ao que realmente interessa, nomeadamente a jogabilidade e tecnologia que suportam um conceito tão arrojado.
 
Finalemente algo novo no mercado dos RTS. Ja era muito do mesmo... a primeira coisa que me veio a cabeça foi... "Sarah Connor, come with me if you want to live."

Mesmo assim parece não ser muito do meu estilo. Continuo a aguardar por um RTS que me tire muitas horas como outrora.
 
Um jogo nestas condições de produção (2 pessoas), deve-se avaliar não pelos gráficos e gameplay, mas sim pela ideia. Pois se esta for muito boa, com certeza que alguma empresa de videojogos vai suportar um próximo jogo que melhora nos outros aspectos.
 
Epa peço desculpa de não partilhar da vossa opinião mas para um jogo de estratégia, e mais uma vez, no meu ponto de vista, o que eu vejo é tão importante como o que eu jogo pois nestes jogos nos estamos mais tempo a olhar para o que se passa no ecrã como as animações e os graficos do que propriamente a maravilhar-nos com a sua jogabilidade.... Não me interessa nada se este jogo tem uma mecânica do outro mundo se essa mecânica para mim é logo destruída pela maneira como o jogo se apresenta à minha frente...

Não sabia que o jogo era feito por apenas 2 pessoas, mas claramente são 2 programadores natos que nada têm de designers... Jogos destes, por mais revolucionarios que sejam são sempre para "nichos" de jogadores que nao se importam de ver blocos a executar as suas ordens no mapa :)
 
Esse nicho de que falas são os chamados 'apreciadores de jogos de estratégia'. Diria que tens uma visão bastante diferente da grande maioria de jogadores do género, pois avaliar um jogo de estratégia (ou mesmo de qualquer género, embora certos géneros beneficiem bastante mais duma boa qualidade visual que outros) pelos seus gráficos é falhar completamente o que interessa, especialmente quando tens vários jogos de estratégia de altíssima qualidade em 2D com gráficos rudimentares.

Já para não falar que se o jogo for bem sucedido, terão mais recursos para dedicar ao seu futuro desenvolvimento. O AI War por exemplo tem recebido montes e montes de conteúdo (incluindo um grande remake visual com a versão 4.0, obviamente gratuita), tal não teria acontecido se o jogo não tivesse sido um sucesso comercial. Se querem evolução no mercado têm de apoiar os developers que arriscam e tentam inovar, em vez de se queixarem de baixos valores de produção.
 
Se correr no meu pc e se o formato físico for adoptado concerteza que irei viciar... ja estou a pensar numas ideias malucas com isso das viagens no tempo :D
 
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